ACTOR "Split Missile" : weapon
  {
     Weapon.SelectionOrder 899
     Weapon.SlotNumber 6
     Weapon.UpSound "gen/wepswitch"
     Inventory.PickupSound "gen/pickup"
     Inventory.Pickupmessage "You Snagged A Split Missile!"
     Weapon.AmmoGive 10
     Weapon.AmmoUse 1 
     SCALE 0.64
     Weapon.AmmoType "SMissiles"
     Obituary "%o \cbwas snagged by\c- %k's \cbSplit Missile\c-"
     +IGNORESKILL
	 
     States 
     { 
     Spawn: 
        PSPL A -1 
        Stop 
     Ready: 
        SPLI A 1 A_WeaponReady 
        LOOP 
     Deselect: 
        SPLI A 1 A_Lower 
        LOOP 
     Select:
      	SPLI A 1 A_Raise 
        LOOP 
    
     Fire:
	    TNT1 A 0 A_PlaySound("split/shoot")
        SPLI E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("CoopModeOn", 1, "CoopFire")
		TNT1 A 0 A_FireCustomMissile("CompSMissile1",0,0,0,-8)
		SPLI A 0 A_FireCustomMissile("CompSMissile2",0,1,0,-8)
	Continue:
        SPLI F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        SPLI G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        SPLI B 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        SPLI C 2 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        SPLI D 2 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        SPLI H 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        SPLI A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        SPLI A 7 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        SPLI A 0 a_refire
        Goto Ready
		Coopfire:
		TNT1 A 0 A_FireCustomMissile("SMissile1",0,0,0,-8)
		SPLI A 0 A_FireCustomMissile("SMissile2",0,1,0,-8)
		Goto Continue
     } 
  } 

actor SMissile1
{
    
    Radius 11
    Height 6
    Speed 40
    Damage (35)
	damagetype "RottExplosive"
    SCALE 0.50
    PROJECTILE
	Decal Scorch
//  +SCREENSEEKER
    +SEEKERMISSILE
    +EXTREMEDEATH
	+THRUGHOST
	+THRUSPECIES
	Species "Player"
    DeathSound "missile/die"
     
    States
    {
    Spawn:
		TNT1 A 0
        MISS A 0 a_playsound("missile/fly")
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        MISS A 0 A_ChangeVelocity (5.0, -2.5, 0.0,1)
        MISS A 0 A_SetAngle(-9.0 + angle)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
		MISS A 0 a_playsound("split/split")
        goto misc
       
    Misc:    
   	MISS A 0 a_seekermissile(5,5)
        MISS A 0 a_playsound("missile/fly")
    	MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
   	MISS A 0 a_seekermissile(5,5)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
   	MISS A 0 a_seekermissile(5,5)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
   	MISS A 0 a_seekermissile(5,5)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
   	MISS A 0 a_seekermissile(5,5)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
   	MISS A 0 a_seekermissile(5,5)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
   	MISS A 0 a_seekermissile(5,5)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
   	MISS A 0 a_seekermissile(5,5)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
   	MISS A 0 a_seekermissile(5,5)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
   	MISS A 0 a_seekermissile(5,5)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        Loop 
    
        
        
    Death:  
    	EXPL A 1 Bright A_Explode(20,40)
        EXPL BCDEFGHIJKLMOPQRST 2 Bright
        Stop
    }
}


actor SMissile2
{
    
    Radius 11
    Height 6
    Speed 40
    Damage (35)
	damagetype "RottExplosive"
    SCALE 0.50
    PROJECTILE
	Decal Scorch
//    +SCREENSEEKER
    +SEEKERMISSILE
	+THRUGHOST
    +EXTREMEDEATH
	+THRUSPECIES
	Species "Player"
    DeathSound "missile/die"
    States
    {
    Spawn:
		TNT1 A 0
        MISS A 0 a_playsound("missile/fly")
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        MISS A 0 A_ChangeVelocity (5.0, 2.5, 0.0,1)
        MISS A 0 A_SetAngle(9.0 + angle)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
		MISS A 0 a_playsound("split/split")  
        goto misc
        
    Misc:    
   	MISS A 0 a_seekermissile(5,5)
        MISS A 0 a_playsound("missile/fly")
    	MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
   	MISS A 0 a_seekermissile(5,5)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
   	MISS A 0 a_seekermissile(5,5)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
   	MISS A 0 a_seekermissile(5,5)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
   	MISS A 0 a_seekermissile(5,5)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
   	MISS A 0 a_seekermissile(5,5)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
   	MISS A 0 a_seekermissile(5,5)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
   	MISS A 0 a_seekermissile(5,5)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
   	MISS A 0 a_seekermissile(5,5)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
   	MISS A 0 a_seekermissile(5,5)
        MISS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        Loop       
        
    Death:  
    	EXPL A 1 Bright A_Explode(20,40)
        EXPL BCDEFGHIJKLMOPQRST 2 Bright
        Stop
    }
}

Actor CompSMissile1 : SMissile1
{
	Damage (25)
	-SEEKERMISSILE
	-THRUSPECIES      
}

Actor CompSMissile2 : SMissile2
{
	Damage (25)
	-SEEKERMISSILE
	-THRUSPECIES
}